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Thunder Hammer - Maybe a slight nerf in PVP only

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2 months ago
Nov 7, 2024, 6:10:46 AM

I'll be completely honest, Assaults who use the Thunder Hammer are SO painful to play against. Yes the thing is slow, but they can jump, slam, insta kill, jump, slam, insta kill and provide an entire team push. Not to mention when both their assaults are using the Thunder Hammer, they can clear entire pushes by themselves.


Its...horrendous to actually fight, please nerf it in PVP just a little, perhaps making the stagger it does a little...less?

Updated 2 months ago.
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2 months ago
Nov 7, 2024, 12:50:13 PM
Yes the assault ground and pound is strong, but its all that the class has. Sure they can shoot in the air, but a good player will smoke them instantly doing that. In a 1vs1 close range you should lose to an assault, you are out of place with a close quarter specialist. Want to really hamper an assault? Play sniper, and just wait for them to go airborne, they will sit stagnant charging the ability, giving you time to headshot them before they can even attack. Make it your duty to shut that assault down.
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2 months ago
Nov 7, 2024, 5:03:32 PM

DreadV2 wrote:
Yes the assault ground and pound is strong, but its all that the class has. Sure they can shoot in the air, but a good player will smoke them instantly doing that. In a 1vs1 close range you should lose to an assault, you are out of place with a close quarter specialist. Want to really hamper an assault? Play sniper, and just wait for them to go airborne, they will sit stagnant charging the ability, giving you time to headshot them before they can even attack. Make it your duty to shut that assault down.

The Class has many other advantages than just the Ground Pound... It is Aerial based so it gets a way better vantage point by default of the skill. You can setup Melta kills for multiple enemy targets as well. The Ground Pound into connection based blockable pommel strike is annoying at best but understandable if it connects. More so over than anything, the Ground Pounds range is extremely large. I've killed & been killed when error is made by hitting the ground far from where I or the enemy is. It should be reduced so that error can be countered by the player.

Updated 2 months ago.
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2 months ago
Nov 7, 2024, 6:14:31 PM

DreadV2 wrote:
Yes the assault ground and pound is strong, but its all that the class has. Sure they can shoot in the air, but a good player will smoke them instantly doing that. In a 1vs1 close range you should lose to an assault, you are out of place with a close quarter specialist. Want to really hamper an assault? Play sniper, and just wait for them to go airborne, they will sit stagnant charging the ability, giving you time to headshot them before they can even attack. Make it your duty to shut that assault down.

I somewhat agree - however, many Assaults dont sit still in the air, they ground pound pommel strike twice in a row, and then pull back for either Double Heavy or a full on push. Playing Sniper does near to nothing to counter them, as the only times you see them are when they are already aiming their hammer at you mid-air. Even if you get off a lucky shot, it just breaks their armor.

Personally, I would like the radius of the Ground Pound reduced slightly, or at least the stagger from it reduced. 

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2 months ago
Nov 7, 2024, 7:20:02 PM

GeeItsJee wrote:

DreadV2 wrote:
Yes the assault ground and pound is strong, but its all that the class has. Sure they can shoot in the air, but a good player will smoke them instantly doing that. In a 1vs1 close range you should lose to an assault, you are out of place with a close quarter specialist. Want to really hamper an assault? Play sniper, and just wait for them to go airborne, they will sit stagnant charging the ability, giving you time to headshot them before they can even attack. Make it your duty to shut that assault down.

I somewhat agree - however, many Assaults dont sit still in the air, they ground pound pommel strike twice in a row, and then pull back for either Double Heavy or a full on push. Playing Sniper does near to nothing to counter them, as the only times you see them are when they are already aiming their hammer at you mid-air. Even if you get off a lucky shot, it just breaks their armor.

Personally, I would like the radius of the Ground Pound reduced slightly, or at least the stagger from it reduced. 

Bingo! now you can see the light of common sense flickering in this one. I wholeheartedly agree, the radius of the Hammer must be reduced. I don't know if you've been having ping issues with other players but Assault with bad pairing in connection can full damage you when you are away from center of Ground Pound or even one shot you at full health with an Aerial Ground Pound. Assaults over tuned nature in this respect must be addressed...

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